Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Dialogue interaction of character Mary monologue" | Unity Game Engine | Inkle | C# | JSON | Blender
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Camera View" | Unity Game Engine | Inkle | C# | JSON | Blender
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Dialogue Interaction" | Unity Game Engine | Inkle | C# | JSON | Blender
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Camera View" | Unity Game Engine | Inkle | C# | JSON | Blender
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Phone View" | Unity Game Engine | Inkle | C# | JSON | Blender
Game Modeling Artwork
Metro Station Railway. | Blender
Game Modeling Artwork
Metro Station. | Blender
Game Modeling Artwork
Metro Interior. | Blender
3D Modeling Artwork
Small forest with intertwing river. | Blender
I am fascinated by the potential of artificial intelligence in gaming. I believe that AI should be reframed in more queer terms such as symbiotic intelligence and can create new and unique intra-active experiences that are not possible with traditional game design. I am constantly exploring new ways to use AI in games, and I believe that the future of gaming will be shaped by artificial intelligence. I am particularly interested in the potential of AI in creating queer gaming experiences. I believe that AI can create characters and storylines that are not possible with traditional game design. The future of human computer intra-action can benefit from being shaped by queer symbiosis of anthropocentrism and artificial intelligence.
The Gestalt Journal is an intra-active experience between players and an artificial intelligence generated through OpenAI’s GPT-3 system. The Gestalt Journal is played alongside {Ada}, a symbiotic intellect. Players give a few lines of script or fragment and a prompt to {Ada}, and in return {Ada} uses some black magic to interpret and complete the fragment. This can occur through the 22 steps of the major arcana of a Tarot deck, beginning at the fool and ending at the world. Each step’s writing is mixed with the essence of corresponding arcana and {Ada’s} own interpretation to make a unique and unexpected story. Through human and computer interaction, the player and {Ada} work to make an unprecedented gestalt of shared narrative and cyborgian experience.
The key to an enjoyable game is To play along with its story It is a performance of apparatus, narrative, and user Video games are found everywhere in the public sphere and in the privacy of the solitary user's device, whether played at home or in public. Games are as diverse as they are prolific. Their content ranges from the pleasurable and contested to the extraordinary and banal. They can be expensive or cheap, violent or sweet, flagrantly stupid, or philosophical. Modern video games have achieved technical innovation, narrative complexity, and emotional connectivity to allow the genre to reflect and imply a distortive mirror to their extrapolated societies. In this reflection and distortion, modern video games create an elaborate dance between anthropocentrism and artistic symbolism. Who we see ourselves as and who we desire to be.
Project IF is a small one room game centered around interacting with a futuristic mechanical agent whilst in detention. Through dialogue and simple puzzles the player and machine explore notions of being and cohabitation with different bodies. | Unity Game Engine | C# | JSON | Javascript | Blender
Immoral behaviors in video games can cause a feeling of guilt from the experiencer. What modern video games, especially the role-playing genre, offer is the perception of moral choice and agency. The use of influential narrating figures, story agency, and character attachment offers an unprecedented level of immersion into modern video games. This level of immersion brought about by technological fidelity is akin to audience perceptions in visual mediums like film and television. Where video games differ is their incorporation of agency and choice. The morality of choice that video games offer is a unique feature that separates its evolution and audience reception from similar visual mediums. However, as experiencers begin to recognize narrative and affective patterns common throughout the genre, the gravity of their agency and moral sensitivity can and does alter.
4N63L or {Angel} is a branhcing dialogue based game made in the style of retro text based adventures. The project explores the concept of interacting with virtual agents, as an exploration of cyborgian symbiosis between user and increasingly human-like technologies. | Unity Game Engine | Inkle | JSON | C#
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Dialogue interaction of character Mary monologue" | Unity Game Engine | Inkle | C# | JSON | Blender
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Camera View" | Unity Game Engine | Inkle | C# | JSON | Blender
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Dialogue Interaction" | Unity Game Engine | Inkle | C# | JSON | Blender
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Camera View" | Unity Game Engine | Inkle | C# | JSON | Blender
Thesis project progression Artwork.
Fantasia in Rouge Progression of Prologue venue. | "Phone View" | Unity Game Engine | Inkle | C# | JSON | Blender
Game Modeling Artwork
Metro Station Railway. | Blender
Game Modeling Artwork
Metro Station. | Blender
Game Modeling Artwork
Metro Interior. | Blender
3D Modeling Artwork
Small forest with intertwing river. | Blender
I am fascinated by the potential of artificial intelligence in gaming. I believe that AI should be reframed in more queer terms such as symbiotic intelligence and can create new and unique intra-active experiences that are not possible with traditional game design. I am constantly exploring new ways to use AI in games, and I believe that the future of gaming will be shaped by artificial intelligence. I am particularly interested in the potential of AI in creating queer gaming experiences. I believe that AI can create characters and storylines that are not possible with traditional game design. The future of human computer intra-action can benefit from being shaped by queer symbiosis of anthropocentrism and artificial intelligence.
The Gestalt Journal is an intra-active experience between players and an artificial intelligence generated through OpenAI’s GPT-3 system. The Gestalt Journal is played alongside {Ada}, a symbiotic intellect. Players give a few lines of script or fragment and a prompt to {Ada}, and in return {Ada} uses some black magic to interpret and complete the fragment. This can occur through the 22 steps of the major arcana of a Tarot deck, beginning at the fool and ending at the world. Each step’s writing is mixed with the essence of corresponding arcana and {Ada’s} own interpretation to make a unique and unexpected story. Through human and computer interaction, the player and {Ada} work to make an unprecedented gestalt of shared narrative and cyborgian experience.
The key to an enjoyable game is To play along with its story It is a performance of apparatus, narrative, and user Video games are found everywhere in the public sphere and in the privacy of the solitary user's device, whether played at home or in public. Games are as diverse as they are prolific. Their content ranges from the pleasurable and contested to the extraordinary and banal. They can be expensive or cheap, violent or sweet, flagrantly stupid, or philosophical. Modern video games have achieved technical innovation, narrative complexity, and emotional connectivity to allow the genre to reflect and imply a distortive mirror to their extrapolated societies. In this reflection and distortion, modern video games create an elaborate dance between anthropocentrism and artistic symbolism. Who we see ourselves as and who we desire to be.
Project IF is a small one room game centered around interacting with a futuristic mechanical agent whilst in detention. Through dialogue and simple puzzles the player and machine explore notions of being and cohabitation with different bodies. | Unity Game Engine | C# | JSON | Javascript | Blender
Immoral behaviors in video games can cause a feeling of guilt from the experiencer. What modern video games, especially the role-playing genre, offer is the perception of moral choice and agency. The use of influential narrating figures, story agency, and character attachment offers an unprecedented level of immersion into modern video games. This level of immersion brought about by technological fidelity is akin to audience perceptions in visual mediums like film and television. Where video games differ is their incorporation of agency and choice. The morality of choice that video games offer is a unique feature that separates its evolution and audience reception from similar visual mediums. However, as experiencers begin to recognize narrative and affective patterns common throughout the genre, the gravity of their agency and moral sensitivity can and does alter.
4N63L or {Angel} is a branhcing dialogue based game made in the style of retro text based adventures. The project explores the concept of interacting with virtual agents, as an exploration of cyborgian symbiosis between user and increasingly human-like technologies. | Unity Game Engine | Inkle | JSON | C#
famouscl@buffalo.edu
HUGE THANKS TO THE FOLLOWING
- University at Buffalo Media Study Department - Friends & Family - Lots of caffeine...